/Engine/Source/Editor/UnrealEd/Public/Kismet2/KismetDebugUtilities.h
Set the node that the breakpoint should focus on
static void SetBreakpointLocation ( [FBlueprintBreakpoint](API\Editor\UnrealEd\Kismet2\FBlueprintBreakpoint) & Breakpoint, [UEdGraphNode](API\Runtime\Engine\EdGraph\UEdGraphNode) * NewNode )